How can I make my player reconnect to another server automatically when I get to a certain trigger bounds/volume?
When my character gets up to the kill zone, where physics and precision issues happen, instead of killing me I would like it to transfer me to another server, running the same map and resuming my position from there to continue.
Would this be feasible and practical? I mean, how long would switching servers and loading the next part of the map take? If its happening alot since the play area is small for this engine and I have fast vehicles in multiplayer?
I'm trying to use this method as a way to make a huge pretty much infinite multiplayer world, since rebasing and origin shifting doesnt work with multiplayer without custom networking (because players are spread out and not all in the same area). I figure its the next best thing, I'm sure there are some games that use it such as guild wars with 'zones'.
I guess I will have to re position my whole map for each server, for a sort of "manual origin placement", but I'm not sure how I can tell a trigger volume to reconnect the character to another server. Would it be something simple like when you touch the volume a blueprint dialogue comes up that says "would you like to warp to whatever zone" and when you hit yes it just runs a console command "connect server ip / map" ?
Just a thought, you could do the following:
1) to go to another server when you hit the zone
void ClientTravel(const FString& URL, enum ETravelType TravelType, bool bSeamless = false, FGuid MapPackageGuid = FGuid());
2) To start into the same area that you left off, you would need to keep your maps origin common to the level. You can send the positon as an option in the "URL". Another idea would be to have landmarks or sub volumes that linkup from map to map.
Just some ideas. :)
answered Jul 27 '14 at 10:48 PM
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